Made a quick edit just to see what it would look like if every starting factory had a synth barrel like Germany does in the latest iteration. I think it could actually work pretty well PvP even if the fuel for purchase was capped at like just one synth barrel per territory. Basically the destroy-able synth barrels could be interpreted as the reserve supply within a factory territory or the fuel logistics/distribution network (the tankers and pipelines or trains and planes, stuff that can be blown up), while the capture-able regular barrels would be like the actual oil fields and the stuff still in the ground... All goes to the same totals for gameplay movement purposes, but since you need a factory already in place to produce a synth barrel, there is that slight delay if a territory is trading hands, before the it can be fully exploited. Thematically, the synth barrels could represent fuel that's already been refined and in use above ground, while the regular barrels are like what you're digging and drilling out of the earth. Or at least that's one way it could be imagined.
all starting factories with synth fuel.tsvg
I think with a tight cap at 1, players would have a pretty strong incentive to capture each other's factory locations (to destroy the enemy supply, and develop your own added fuel), contesting the various VC's and +5 spots in the process. Under such conditions the Gold tiles would be really key to expanding the fuel reserve beyond the starting threshold, and to keep from running dry on the march down the road, since you'd need all the factories you can grab to place enough synth barrel units. If it was capped at 1 per territory (just like the factory unit), that would probably give room to keep the wheels turning into the endgame, but without risking a runaway oil bananza like might happen with unlimited placement. If 1 is too narrow, then could always go up to 2 or 3 per, but I think 1 might actually be enough.
Basically it would be like the green fuel barrel is associated with the factories, but has to built/replaced separately if destroyed. Maybe could also be subject to bombing? That might be cool. But even if it just worked like it does now I think it might be fun to use the unit to push the fight around the map a bit, building off the various contested factory locations. Anyhow, I don't think they need to be in place from the getgo, just wanted to see what the totals might look like in that edit above, but I like the idea that they have to be placed at an existing factories and that they get destroyed when conquered. It gives the whole game a cool new spin, since now you can knock off the opponents fuel as well as building up your own. Makes the resource management feel much more gratifying. Nice work!
Also, here are couple edit saves I was going to use for the solo challenge. It adds 10 synth barrels to the starting factories for either side. Since the AI doesn't understand how fuel works or how to conserve it, this should allow the machine to build up a huge reserve and basically have infinite fuel or at least more than its likely to use. For a harder challenge will probably add an income boost on top of that, (maybe flat rate at like 10 or something to see how that looks first) but thought I'd start here now that we have the new fuel unit to play around with. I dig it
Allies 10 synth fuel per starting factory.tsvg
Axis 10 synth fuel per starting factory.tsvg

@John-Cena The game is intended to be exclusively a WW II scenario. And while there will be special units for each nation... they are meant to be very historically based.
As @redrum has mentioned... we are using a WW I scenario right now to develop and test some of the concepts proposed in this thread. Some of the other things planned for this map are as of yet not implemented in the engine.

@LovePlayingAAA Good catch, it appears we missed a few updates on some of the HeavyDestroyers and will fix that in the next minor version.
ImprovedDestroyers and AdvancedDestroyer techs still exist and have been updated to make different improvements for destroyers now. This post outlines the sub/destroyer changes: https://forums.triplea-game.org/topic/493/total-world-war-december-1941-beta-2-8-0-5/392 (there were a few adjustments to that original vision).
The notes haven't been updated yet for 3.0 but are in-progress and hopefully be added shortly.
Please use the new TWW 3.0 for discussing the new version: https://forums.triplea-game.org/topic/1181/total-world-war-december-1941-3-0-0-0-now-available

@beelee might try "TransportC8 D1 (already available) " if subs get out of Line. Seems ok so far though, ( U-Boats just took a beating as I type this ) but
"Those Boys been in Dry Dock too Long". : )
With a C5 DD it'd no longer be the Fodder Unit. Also, just noticed, if a DD is fired on in CM while going to another SZ, You cannot move through that zone in NCM due to it have been being in a "Combat Zone".
Another boost for the DD : )
Oops ! Sorry just realized probably not the right spot for this : )

**** FINAL RESULT ****
Just received notification that Icelander defeated Wasp in the Finals.
Congratulations to Icelander for his victory.
It is worth noting that BOTH Wasp and Icelander kindly donated their prize money to TripleA development.
Thanks to both of you for your generosity and good sportsmanship.
Warm Regards, Deltium

@Black_Elk GG then! Score 1 for the Axis!
Yeah, just create a new thread here in the forum and put the number after /topic/ in the PBF settings. The rest of the settings you can pretty much take from our existing game. Go ahead and start it up using 0.2.7 when you're ready. Good luck!

Haha right on! I got all keyed and fell asleep watching the talking lamp, so maybe tomorrow is best. That way we can give Frostion a proper run here. I'll cue up the Conan soundtrack, Battle of the Mounds style and try not to die too quickly

Actually, I now see I can download it without any account, as @RogerCooper said.
A thing I wonder is if the name (both the game and the folder?) is supposed to change to "CCLXX BC" or is that just a temporary thing to avoid confusion with current, but it will be changed back to "270 BC" when updating? I assumed that was just a temporary change, but I see it's "CCLXX BC" in the decoration.
?

@Black_Elk Yeah, especially in WWI, amphibious assaults were near impossible at any decent size scale. Even in most of the WWII maps we have, amphibious assaults are way too easy. I'm hoping to better capture this fact in the new WWI map that we are working on.